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authorDiva Canto2013-05-11 07:15:31 -0700
committerDiva Canto2013-05-11 07:15:31 -0700
commitab4d5304621c53555c28d05b3e801fba17260aba (patch)
tree070b15dea6bf887e21fe47a725f8f445175ce908 /OpenSim/Region
parentHandle SetHome properly (diff)
parentMerge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs8
3 files changed, 18 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 91f6501..121b2aa 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -1245,6 +1245,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
1245 flags |= RegionFlags.NoFly; 1245 flags |= RegionFlags.NoFly;
1246 if (Scene.RegionInfo.RegionSettings.RestrictPushing) 1246 if (Scene.RegionInfo.RegionSettings.RestrictPushing)
1247 flags |= RegionFlags.RestrictPushObject; 1247 flags |= RegionFlags.RestrictPushObject;
1248 if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
1249 flags |= RegionFlags.AllowParcelChanges;
1248 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1250 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1249 flags |= RegionFlags.BlockParcelSearch; 1251 flags |= RegionFlags.BlockParcelSearch;
1250 1252
@@ -1254,6 +1256,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1254 flags |= RegionFlags.Sandbox; 1256 flags |= RegionFlags.Sandbox;
1255 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1257 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1256 flags |= RegionFlags.AllowVoice; 1258 flags |= RegionFlags.AllowVoice;
1259 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1260 flags |= RegionFlags.AllowLandmark;
1261 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1262 flags |= RegionFlags.AllowSetHome;
1257 if (Scene.RegionInfo.EstateSettings.BlockDwell) 1263 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1258 flags |= RegionFlags.BlockDwell; 1264 flags |= RegionFlags.BlockDwell;
1259 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport) 1265 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
@@ -1299,6 +1305,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1299 flags |= RegionFlags.ResetHomeOnTeleport; 1305 flags |= RegionFlags.ResetHomeOnTeleport;
1300 if (Scene.RegionInfo.EstateSettings.TaxFree) 1306 if (Scene.RegionInfo.EstateSettings.TaxFree)
1301 flags |= RegionFlags.TaxFree; 1307 flags |= RegionFlags.TaxFree;
1308 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1309 flags |= RegionFlags.AllowLandmark;
1310 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1311 flags |= RegionFlags.AllowParcelChanges;
1312 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1313 flags |= RegionFlags.AllowSetHome;
1302 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1314 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1303 flags |= (RegionFlags)(1 << 30); 1315 flags |= (RegionFlags)(1 << 30);
1304 1316
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8cdde3f..80c4922 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4189,8 +4189,6 @@ namespace OpenSim.Region.Framework.Scenes
4189 m_log.DebugFormat( 4189 m_log.DebugFormat(
4190 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4190 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4191 4191
4192 // XPTO: if this agent is not allowed here as root, always return false
4193
4194 // TODO: This check should probably be in QueryAccess(). 4192 // TODO: This check should probably be in QueryAccess().
4195 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4193 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4196 if (nearestParcel == null) 4194 if (nearestParcel == null)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 9d47657..262d734 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -368,9 +368,10 @@ public class BSShapeMesh : BSShape
368 368
369 // Check to see if mesh was created (might require an asset). 369 // Check to see if mesh was created (might require an asset).
370 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 370 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
371 if (!newShape.isNativeShape) 371 if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
372 { 372 {
373 // If a mesh was what was created, remember the built shape for later sharing. 373 // If a mesh was what was created, remember the built shape for later sharing.
374 // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
374 Meshes.Add(newMeshKey, retMesh); 375 Meshes.Add(newMeshKey, retMesh);
375 } 376 }
376 377
@@ -481,8 +482,11 @@ public class BSShapeMesh : BSShape
481 } 482 }
482 else 483 else
483 { 484 {
485 // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
486 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
484 physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", 487 physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
485 LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); 488 LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name);
489 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
486 } 490 }
487 } 491 }
488 newShape.shapeKey = newMeshKey; 492 newShape.shapeKey = newMeshKey;
@@ -521,7 +525,7 @@ public class BSShapeHull : BSShape
521 525
522 // Check to see if hull was created (might require an asset). 526 // Check to see if hull was created (might require an asset).
523 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 527 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
524 if (!newShape.isNativeShape) 528 if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
525 { 529 {
526 // If a mesh was what was created, remember the built shape for later sharing. 530 // If a mesh was what was created, remember the built shape for later sharing.
527 Hulls.Add(newHullKey, retHull); 531 Hulls.Add(newHullKey, retHull);